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#include "Class.h"
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#include "olcPixelGameEngine.h"
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#include "DEFINES.h"
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#include "Player.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "BulletTypes.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_BULLET_LIST
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INCLUDE_game
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std::string Ranger::name="Ranger";
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Class Ranger::cl=RANGER;
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Ability Ranger::rightClickAbility=Ability("Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE);
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Ability Ranger::ability1=Ability("Rapid Fire",12,35);
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Ability Ranger::ability2=Ability("Charged Shot",15,40);
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Ability Ranger::ability3=Ability("Multishot",25,50);
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Ability Ranger::ability4=Ability("???",0,0);
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AnimationState Ranger::idle_n=RANGER_IDLE_N;
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AnimationState Ranger::idle_e=RANGER_IDLE_E;
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AnimationState Ranger::idle_s=RANGER_IDLE_S;
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AnimationState Ranger::idle_w=RANGER_IDLE_W;
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AnimationState Ranger::walk_n=RANGER_WALK_N;
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AnimationState Ranger::walk_e=RANGER_WALK_E;
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AnimationState Ranger::walk_s=RANGER_WALK_S;
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AnimationState Ranger::walk_w=RANGER_WALK_W;
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SETUP_CLASS(Ranger)
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void Ranger::OnUpdate(float fElapsedTime){
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if(GetState()==SHOOT_ARROW){
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if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){
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SetState(NORMAL);
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}
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}
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if(retreatTimer>0){
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SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
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retreatTimer-=fElapsedTime;
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if(retreatTimer<=0){
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SetVelocity({});
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SetZ(0);
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}
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}
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if(ghostRemoveTimer>0){
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ghostRemoveTimer-=fElapsedTime;
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if(ghostRemoveTimer<=0){
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if(ghostPositions.size()>0){
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ghostPositions.erase(ghostPositions.begin());
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if(ghostPositions.size()>0){
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ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
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}
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}
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}
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}
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}
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bool Ranger::AutoAttack(){
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attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
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geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos());
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true)));
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SetState(State::SHOOT_ARROW);
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if(angleToCursor<=PI/4&&angleToCursor>-PI/4){
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UpdateAnimation(AnimationState::RANGER_SHOOT_E);
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} else
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if(angleToCursor>=3*PI/4||angleToCursor<-3*PI/4){
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UpdateAnimation(AnimationState::RANGER_SHOOT_W);
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} else
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if(angleToCursor<=3*PI/4&&angleToCursor>PI/4){
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UpdateAnimation(AnimationState::RANGER_SHOOT_S);
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} else
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if(angleToCursor>=-3*PI/4&&angleToCursor<-PI/4){
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UpdateAnimation(AnimationState::RANGER_SHOOT_N);
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}
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return false;
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}
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void Ranger::InitializeClassAbilities(){
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#pragma region Ranger Right-click Ability (???)
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Ranger::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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geom2d::line mouseDir{game->GetWorldMousePos(),p->GetPos()};
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float velocity=(0.5*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula.
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p->SetVelocity(mouseDir.vector().norm()*velocity);
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p->retreatTimer=p->RETREAT_TIME;
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p->iframe_time=p->RETREAT_TIME;
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p->ghostPositions.push_back(p->GetPos());
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p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
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p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 1 (???)
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Ranger::ability1.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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#pragma region Ranger Ability 2 (???)
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Ranger::ability2.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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#pragma region Ranger Ability 3 (???)
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Ranger::ability3.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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}
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